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Rovend

Rovend

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  • @NerfDeadHardPLZ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381853#Comment_3381853

    Bro what nurse buff with lightburn nerf ? no1 ever used it against nurse, what are you talking about ?

    It's still a buff to remove a mechanic that could hurt her even if very few people used it. Now no one will

  • @NerfDeadHardPLZ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380849#Comment_3380849

    We come to the begging

    1. Survivors deserved those nerfs and they are nowhere enough
    2. Strongest killer in the game need some tuning as well
    3. Weak killer in the game need huge buffs to be vialable

    1- Survivors perks needed nerfs. No BASEKIT NERFS to healing, or to all medkits simultaneouly.

    2- Strongest killer are buffed once again, nurse even more since the removal of the lightburn mechanic.

    3- Weak killers will get a minor buff with the healings nerfs but nothing more.

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380936#Comment_3380936

    I play usually 2 man or solo. I'm not afraid to play injured. I know when its time to heal and when it isnt. I'm not begging for heals everytime i get injured. I think survivors will need to adapt not being always healthy and i think its good. The amount of times i see people waste time healing instead of doing gens when its needed is the reason why survivors also lose.

    Personally i find medkits too powerful and CoH is...something the game never needed. The amount of times i've gotten out due to my powerful medkit i can't even count.

    Also you arent thinking of the perks that help survivors heal faster. You will still have we'll make it, which is very powerful. Youll have botany to help faster heals. Theres many perks to help survivors to heal faster, but you don't think of these.

    These nerfs are to CHANGE the stale meta both killers and survivors have. For us to use and try DIFFERENT builds and perks.

    I thought that COH was powerful, and GREEN medkits were also powerful with the 50% increased self heal but they didnt need to nerf all the others meds and the max charges per medkit, on top of boosting the normal heal to 24sec.

    It is not about "begging for heals" or "know when to be healthy or remain injures", it is obvious that an injured survivor lasts less in chase than a healthy one and now that all means of healing are nerfed simultaneously you are dependent of your random teammates to keep you in one piece because resources will run out in like 4-5min.

    BHVR prouded themselves to be helping soloQ players with the new HUD and now they drop this forcing them to use more perks than before to sustain the new basekit nerfs.

    When this patch goes live and you want to play without your 4man SWF you will be forced to take:

    1-2 healing perks in case you are against a high mobility killer or a killer using sloppy

    1 aura perk to find your teammates or let teammates find you in case you are in indoor maps

    Fail to bring one of these and you are basically begging for the RNG god not to be crushed any game.

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380849#Comment_3380849

    Again. You can't nerf killers only and expect nothing to happen to survivors. If you look at that update most killer gen regression perks got gutted. So survivors are slowed down on healing.

    Sure good killers will still be good killers but i personally think it was time to attack the healing survivors had. I play mostly survivor but im not biased thinking oh woe my poor medkit which healed me 4 times in a match and CoH that gave me unlimited heals. Those were broken and needed fixing.

    Survivor have gotten good updates lately, so now something had to be taken away for killers to lose 3 MAJOR perks. Like i said. you can't just give give give and expect never to lose anything.

    It will still be fine. You can heal yourself 2 times. You can still use CoH to heal eachother. People can still heal you.

    But again, one thing is the nerf of COH which i was honestly expecting already, but the nerf on medkits and the base healing should have been tested separately, not just hammer 3 huge nerfs to healing all at once and expect survivors to somehow "manage it".

    If you play mostly survivor(unless you are always 4man SWF) you must already know how hard it is to coordinate heals with your teammates.

    Combine that with the fact that 90% of killers will spam sloppy for 36sec heals and you can expect a slaughter fest for anyone except heavy rushing teams.

    Anything that causes hemorrage and mangled will be op after this patch

  • @Hannacia said:

    I wish people could see this game from both sides. You can't just take and take from 1 side expecting never to lose anything from other side.

    Healing nerfs are needed, medkits and CoH are big issue at the moment in this game.

    Gen kicking perks..sure i can understand the nerfs especially due to Knight and SM using them to 3 gen.

    They can't just nerf killers gen perks without doing something to survivor side and maybe the healing nerfs are to balance the lost time killers are now going to lose due to these nerfs.

    Only nerf i really dont get is the Hillbilly one. He's a good boi and didnt need this.

    Its going to be ok even if you can't heal yourself 5 times per match anymore, and its going to be ok even though your 3 gen perks arent as good anymore.

    The problem is that the community has asked multiple times BHVR not to start adding general killer buffs because it will overpower the strongest killers once again and then you see this healing changes...

    I understand that COH was strong yes (personally it was not broken enough to nerf it), but one thing is gutting COH and another is gutting the perk while nerfing strongly all medikits on top of increasing healing times by 50%.

    which killers do you think will get the most benefit out of this? Trapper? Ghostface? No, it will be the strongest high-mobility killers (nurse, blight, wesker, spirit) who are going to stomp all those that struggle with the new mechanic.

    Thank god at least nurse can't use sloppy anymore.

  • Where can i see the new patch notes?

  • where can i find the new patch notes? all i see is the one from March 6th

  • @irnbru said:

    I thought Dying Light was bad but Leverage takes the cake.

    "Each time you hook a Survivor, Leverage activates and gains 1 Token, up to a maximum of 10 Tokens:

    • For each Token, the Altruistic and Personal Healing speeds of Survivors are reduced by a stack-able 3/4/5 % for the next 30 seconds, up to a maximum of 30/40/50 %."

    This perk is so bad. Why would anyone in their right minds run this perk over Sloppy Butcher? If you really want to play an anti-healing build then why not play Plague or Legion? It pisses me off. Stop making these bad perks.

    You want the worst perk in the entire game?

    CORRECTIVE ACTION

    Not only it has an extremely minor, barely noticeable effect. Not only it is the definition of a very situational perk.

    On top of that is TOKEN BASED.

    my god

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378298#Comment_3378298

    Bhvr won't backtrack their horrible mistakes, take a look at billy, its all you need.

    They also brought back the PR + DMS combo so i would say it is not impossible for them to revert it either

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368420/actual-state-of-the-game-is-awful

    Killers tunnel because they literally have no choice most of the time. Their objective is too long relative to the survivor objective and an efficient team can trade 5 hooks for 5 generators and then get all four players to escape.

    If you want to stop tunneling then you need to change the game for both sides.

    1. Give the killer generator tunneling protection. Survivors got free Borrowed time. Give killers Deadlock base kit. Add rollback protection so that if two gens are compelted at the same time then one rolls back to 99% progress and is blocked. Make the perk by the same name add +30 seconds to the timer.
    2. Give the killer 1:1 generator regression base kit if 4 players are alive. Now the killer has a reason not to tunnel
    3. Give the killer buffs for hooking each unique player once before anyone dies. As an example this needs to be something like a 9% debuff to the survivors finishing generators/healing/etc. Why is that value at 9%? At 8% it's less efficient than hooking one player 3 times to kill them. That by the way causes generator repair rates to decrease permanently by 25% for the rest of the game.

    But this will create its own set of problems.

    First, Giving more gen time in favour of the killer could stop tunneling for some killers but if you dont actually give some restriction to tunneling as a strat then everyone will switch back to tunnel as soon as anything goes wrong in a match. This was what happened when BHVR gave 90sec gens, most killers used this new time to tunnel with less risk.

    Second, if BHVR were to put the 9% debuff per hook, then they would need to heavily rework every perk that gives any kind of slowdown. 9% x4 for a 36% debuff at 4 hooks means you are getting a full stack pre nerf thana effect for only 3 hooks.

    36% + current thana: 56%

    36% + 1-stack pentimento : 66%

    36% + gift of pain: 52%

    we are looking at Forever Freddy's type of game with a lot of builds.

  • @Carth said:

    And what exactly would the buff be? Everyone has loved to parrot this line around of "buff solo to swf then buff killers!"

    Let's take a look at the more popular 6.1.0 perk buffs for killers...thana, eruption, overcharge 2 of those 3 perks have been absolutely dumpstered, pre 6.1.0 regression was also dumpstered and so the only major buffs still around are .2 seconds off pallet breaks/gen kicks, .2 seconds off survivor sprint burst, and .3 seconds off blade wipe. Changes that are beyond minimal and yet survivors extoll these as huge changes(sub 10 meter deltas in the best cases).

    How exactly would killers be buffed? Another .1 second here and there? Who here has ever said "oh wow,I really felt that .2 change there".

    To be fair the survivor perks that were buffed in 6.1.0 are also trash. When was the last time you saw someone use Pharmacy, Calm Spirit, Deja Vu...

    The only one that got a real buff was OTR and it was because it was meant to replace DS after the 3sec stun nerf.

  • @Devilishly_Rowdy said:

    Everytime survivors start rage quitting or dcing, behavior has always rewarded them by nerfing the killer or killer perks. So why shouldn't they act entitled and dc over anything they don't like right? They are literally rewarded for acting this way. If the killer rage quits it doesn't matter because it's just one player, compared to FOUR players, so survivors rage quitting matters more and is always rewarded. As killer i get plenty of reasons to rage quit, for example, 2 gens popping right at the start because i didn't bring corrupt, DEAD HARDS, highly coordinated swfs, loading into badly designed maps like Gideon, Garden Of Joy, Coldwind etc. But you just gotta suck it up buttercup and play the game instead of quitting.

    That is some extremely biased way to see things. I mean, how can you be sure that a certain survivor DCing in a certain situation led to a killer nerf or a surv buff?.

    Also, How do you know that certain survivor nerfs or killer buffs were not made by killers mass DCing in the same way you are describing?

    I have seen lots of killers DCing when hearing the sound of two old COH boons, or when seeing +2 old Dead Hard users. Or lobby dodging when seeing a surv would take a key and another a map with Old Hatch.

    I could also say "Behavior has always rewarded rage quitting killers".

  • Survs bring one gen perk and not even the best one.

    Killer: didn't you have fun genrushing?

    Really?

  • @NerfDeadHardPLZ said:

    Why don't Devs put rules if you quee as 4 man premade, such as each perk can only be brought once, even then it will still be OP but at least a bit better than what it is now, when you have 4 people running all meta perks and there is nothing a killer can do about it

    No dev would actively punish a player for bringing his friends to the game to play.

  • In the spanish translation, Exposed status was always "Vulnerable".

  • @Devilishly_Rowdy said:

    Eruption : Rewards the killer for playing GOOD and getting downs. Survivors are incapacitated for 25 seconds. Uncounterable by solo players.

    Dead Hard : Rewards survivors for playing BAD by providing them a second chance. Extends chases by 1-2 minutes or more. Uncounterable when used near pallets.

    Yet dead hard stays untouched while Eruption gets nerfed. Make it make sense instead of typing "uS vs. tHeM" please. 

    How is it fair to say that eruption rewards killers for playing good when you are getting a MASSIVE reward (40sec of gen time) while being uncounterable with laughable CD and the measly cost of 1.8sec of kick time.

    I am not saying Dead Hard is not strong but at least you need to time a 0.5sec effect that it is not always as easy as people think.

  • The one i was most excited to use was Background Player but now that it has that weird rework i dont know.

    I guess i can try and use the silent chain vaulting perk.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354932#Comment_3354932

    Whereas before, if you didn't dedicate your entire build to it, it was a sandbagging perk.

    "Useless if you don't build around it" is better than "actively detrimental to your teammates if you don't build around it"

    You only needed borrowed time, or guardian with it while you were playing normally.

    Much better than the new version where you need to go full sabo or flashlight save.

    Honestly, i think there will be more survs throwing trying to get value out of the new one than the original.

  • I believe BHVR should have tested this perk more before they decided to rework it.

    I understand the idea of not wanting players to leave the injured teammate to die after the unhook but it was greatly exaggerated. I would have liked to pair this perk with BT or Guardian so both of us could run.

    But now is another very situational survivor perk that'll only work if you dedicate your entire build and gameplay to get some value out of it.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352171#Comment_3352171

    on paper... in practice it's another story:

    1 they gutted ruin, corrupt intervention (now it can be useful only for a couple of killers that need to set up their power since once you down someone the perk is gone) and pop, buffing overcharge (moot point since the previous perks that i mentioned worked aganist people who were able to play, while overcharge is simply countered by tapping the gen and hitting the skill check) and later eruption, only to be nerfed again into the oblivion (so overall the perks for defending gens were NERFED)

    2 shortened cooldown after a hit and the sprint reduced for survivors after a hit are useless if they have extremely safe maps (just for instance it's extremely common finding double pallets in a small zone or pallets and windows so close that you can link those loops, making an already safe loop even more powerful), so even this is a moot point (i could have gave you a point on this one IF the maps weren't so safe tho)

    3 again, on paper is increased, but the truth is completely different due to various factors to put into the equation: starting from the bloodweb rework, giving access to better items and addons for survivors (extremely strong medkits/toolboxes paired with instaheals, brand new parts and styptic agents) to new perks that improve the genspeed, making the game overall shorter than before

    regarding killer buffs having deerstalker and shadowborn as basekit wouldn't be so bad for a good start (those perks are more QoL changes than real and proper buffs since they won't gave you advantages regarding gen defense or chases tho)

    I dont think your comparison is fair in some of your points.

    In 1_ is true that they nerfed meta killer perks but that was the point of the perk overhaul. To remove perks that were staple in every build to give more variety to the game. In the same way pop, ruin were nerfed, survs also lost iron will, DS and self heal so it is not a valid point to take only one side's nerf to boast your argument.

    2_ that is also an unfair comparison, really. Those killer buffs of hit cd reduction and surv hit distance speed reduction were never meant to intend survs to never get to any loop with them. I understand some maps are survivor sided but unless you play with constant map offerings you can also get screwed with maps like the swamp or the Mcmillan giant tree map that spawn like 9-10 pallets and barely any loops in.

    3_ the bloodweb went both ways also. Killers also got red addons more easily.

  • @Unam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348535#Comment_3348535

    thats the point im trying to make.

    "Just dont kick gens" is a completely valid argument.

    "wait for eruption to pop" or "take turns in repairing gens" against eruption is not valid.

    Thats the double standard.

    The point you are missing is

    1_ Blast mine is active for what, 15-20seconds? And if the gen is not kicked in that time you need to charge it again while Eruption is PERMANENTLY ACTIVE even if the gen regresses to 0 with the initial kick.

    2_ As i said before, blast mine is a 3sec stun and Eruption is a potential 40sec of gen regression so you need to be hit by 13 Blast Mines to get the same effect as 1 Eruption's.

  • @Unam said:

    At this point, it is hard to argue against the fact that BHVR obviously has two standards when balancing the Game on Survivor and Killer Side.

    But I would like to know where this comes from?

    I get it. Getting tunneled out of the Game, facecamped on hook, or being incapacitated for 25 sec. is indeed not fun gameplay. Losing in general is no fun gameplay.

    But why is the attention to "no fun gameplay" so high on survivor side? I mean like, getting pallet stunned and blinded or getting blinded while vaulting is "no fun gameplay" and has no counterplay. Yet it still is accepted as part of the game.

    Getting Blast mined at 3 gens in succession is 12 sec of not being able to move, do or even see things, without counterplay is no fun in any way... Yet still accepted.

    Memorizing every hookstate of survivors with the same skin, getting bodyblocked or hook saboed with a purple toolbox has also no counterplay and is "no fun gameplay" to the killer. Yet, aswell, still accepted.

    Is it the fact, that BHVR really tries to make every survivor feel like they are winning even when they are (obviously) not good at the game? And why is that? and why is this standard not the same on Killerside?

    I understand you are annoyed about eruption's nerf but comparing it with another perk like blast mine is like comparing a sling shot with a nuke.

    Of course it is annoying to be stunned by a blast mine but still, it is a 3sec stun against a 40sec of gen regression gained because of eruption.

    Eruption is not getting nerfed because it is unfun to play against(which it is), it is nerfed because it is the strongest, most broken perk in the killer side since 6.1.0.

  • @TigerSnake said:

    Thanks Blood Rush. You just broke Sprint Burst.

    Honestly, i dont see this perk broken at all. It has enough restrictions to make it situational.

    I see it as a "escape one chase" card you can use once in certain conditions. And not even with all killers.

  • @KingDeathly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347048#Comment_3347048

    Oh come on it's BHVR you know damn well the rest of the perk nerfs coming is for killer specially call of brine, and overcharge. Most likely pain res too why? Cause it basically regressed the same amount as eruption. If you pay attention to the most recent trend of updates the devs are doing they have some sort of vendetta against killers lately. I won't hold my breath that they won't touch the rest of the gen slowdown perks.

    Pain res gave you 13,5 sec of regressing.

    1 succesful eruption hit gave you 40 sec.

    If on top of that you see that pain res has more counterplay than eruption and requires more to use you'll see why eruption had to be nerfed

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329401#Comment_3329401

    • requires that survivors repair the kicked gen at the exact moment of the down.
    • CD isn´t the issue here.
    • Means that the killer probably breaks multiple chases to kick the gen.
    • having several seconds of a head start often means that a chase takes (much) longer than without said head start. SB for example often leads killers to just break the chase. Because a survivor could get to a safe tile in time. This isn´t any different. So it clearly has a cost.
    • whats wrong about synergies?
    • Eruption has no effect for the first 2-3 gens. The remaining gens require progress to be kicked. Progress means that survivors are nearby when the killer kicks the gen and starts the chase. The other survivor have then the option to either do a different gen or to pay more attention to whats happening around them. The killer usually will be downing the survivor in line of sight and not at the other end of the map.
    • how exactly? Killer needs a down to get the effect. Down usually means a hook. In order to have 30+ minute games the killer would need to get over 25 downs. No one ever complained about the old Pop allowing for 30+ minute games. When it gave a stronger regress.
    • unnerving and overwhelming presence have entered the chat.

    - And? Are you implying that is rare for a survivor to be repairing a generator that has been kicked? The problem with eruption comes the fewer gens are where it is likely that all gens are kicked.

    - How is not CD a thing? I already wrote that you have 10 less sec of CD that one single succesful activation, meaning that you'll probably be never affected by Eruption's own CD while playing normally.

    - Not really, killers can just make a stand in an area with a built in 3-gen and kick gens as they are being repaired and only commiting to chase when all 3 are kicked. Remember Eruption does not deactivate even if the gen regresses to 0.

    - But for a potentially 40sec of regression the mere 2sec you are kicking the gen is a great trade off. Plus, if you are using the current meta builds you are probably also using Brine to know if that gen was touched and Nowhere to hide to reveal nearby survs, so the cost is really small compared to its pay off.

    - Means that not only Eruption is severely overtuned, it also synergises well with other strong current meta perks. This makes it the more frustrating to play against.

    - First, the first 3 gens are usually not affected by eruption, true. The problem comes with the last two that will be spammed over and over with this. (Remember 30sec CD).

    Second, The decision of repairing another gen or "pay attention to your surroundings". Would you leave your 50% gen or 30%gen to regress to 0 because you dont want to be hit by Eruption just to start on another gen that you also dont know if it has been hit with eruption? (Remember Eruption does not deactivate even if gen reverts to 0).

    And the killer is usually downing a survivor in line of sight is a fairy tale. Really. Being generous, Like 90% of chases you will never see the full extent of the chase while repairing. Indoor maps exist, walls exist, main builiding exists, rocks, trees. You are delusional to believe you can consistently see the chase while at the same time repairing an eruptioned gen.

    - killer protects gen A, B and C. Surv tries gen A, killer hits surv and kicks gen A, killer return to gen area and survs escapes injured. Another surv tries gen c, killer hits surv and kicks gen C, and so on. Whenever a surv overstays on a gen, the killer downs him and all 3 gens explodes.

    - what?

  • - 40sec of gen regression on a single succesful activation

    - 30sec CD for the previously 40sec regressing effect

    - Can be used on multiple gens

    - Has no other cost than the time you spend kicking a gen

    - Synergises extremely well with other meta perks

    - Uncounterable for the mayority of players not using comms.

    - Has the means to produce +30min long games.

    - The only perk that produces a debuff usually reserved to killer' powers (incapacitation)

  • Anything with Eruption

  • @SmolBlob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325294#Comment_3325294

    What can be asserted without evidence can be dismissed without evidence. She performs evenly against players of equal skill level and knowledge against her, unbalanced maps not withstanding (giant/tiny maps, etc). She also has a negative kill rate at the highest levels of play.

    Negative kill rate at the highest level? Where did you get that?

    Last stats i was able to see she had a 61% kill rate at top 5%, so not bad at all. Unless you were expecting something like 80% or more

  • @spirit72 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322368#Comment_3322368

    Good question, and I answered it in my original comments. Teams of less than 4 would be filled out using matchmaking, whether that is the current SBMM debacle or some other form.

    But you would be taking a random soloQ player (or two) to backfill in a SWF lobby which is what it's already happening. Unless that soloQ player is already queuing to be matched alongside SWF which is unlikely.

  • If you are going to split SoloQ and SWF entirely, what's going to happen with 3man SWF? Would they receive a bot?🤔

  • You do understand that for most situations you described here there is an equal one from the survivor side.

    Like most survivors would like to try a non-genrush build if it weren't because they are usually facing against the Eruption/Brine/Pain res combo and they are being slowdown to oblivion.

  • There is no notification. You need to manually check if you got the skins😞

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361322/can-we-get-rid-of-dead-hard-yet

    The problem is not Dead Hard, once used once if you're a good killer you'll remember who has DH and you'll wait

    Problem is DH plus Off the Record plus BT plus Adrenaline any other "extra health status" a survivor could have, that's the real issue. If you're limited to carry only one of those perks then i will be fine but, when you find a survivor who's a tank and can't die in any possibile way until you have hitted him over and over and over then we have a problem

    Wait what? But all those effects dont stack.

    If you get hit with BT you cant use OTR, it does not cover you.

    If you get hit with OTR you cant use DH.

    If you used DH, an adrenaline pop will only heal your deep wound status and even then you could not use DH again because of exhaustion.

    BHVR specifically nerf endurance stacking in 6.1.0

  • They should at least consider a Give up button after a certain time has passed while you are being slugged.

  • @StarLost said:

    1. Hook grabs. These have always been silly, aren't much fun for anyone and far too often turn unhooks into a 'you rolled a 1 and now it's a 4k' frustration chain.
    2. Kobes. 99% of the time it's just suicide, and an easy way to bail on a match without getting a penalty. 1% of the time, it's really, really frustrating for the killer. Rework perks and addons as needed.
    3. Useless addons and offerings. I swear, far too much of my BP goes into stuff that is either really bad, or straight up handicapping myself.
    4. No Mither. Just...get rid of it and give David something that isn't essentially a 'we lose' button. I swear, this adept is a team killer.
    5. Knockout. This perk has almost no practical use and is only really utilized to grief solo queue players. Replace it with something better, and healthier.

    What's a Kobe?

    You mean the perk that let you throw a pebble?

  • Coulrophobia and Sloppy are the only ones i can think of

  • @healsoflove718 said:

    1. Why are hooks so close to each other?? It encourages camping & tunneling!!! If it's not balanced, make hooks further apart and increase wiggle to balance it out.
    2. Why do 60% of killers have no terror radius?? If that's the case, survivors shouldn't have scratch marks OR instead, give us a perk that allows us to leave no scratch marks behind with a CD.
    3. A lot of survivor perks are countered with blindness... why bother making those perks to begin with? They're useless. Every perk you bring in should count for SOMETHING, otherwise, it's a used perk taking up space doing nothing. These counters are ridiculous and make the game NOT FUN! We put in a lot of game time/hours leveling our characters just to find out that the perk we wanted DOESN'T WORK!!!
    4. Killers that can instantly kill you or 1 shot you? NOT FUN. I just die on the hook. If ONE survivor alone can't do an instant generator, instant open chest, instant anything, killers shouldn't either. Then, you add into account that hooks are so close to each other, smaller maps, it's easy for killers and solo survivors it's a nightmare. In matches where killers just one shot me, I kill myself on hook and move on to the next game which makes me feel really bad for the rest of my solo survivor team but if I'm not having fun, forget it... it's not worth it.
    5. Create a special slot for both killers and survivors such as a specialty perk slot. For survivors, create unique customization which allows the survivor to become proficient in a particular ability such as healing, totem finder/cleanser, or some sort of buffs that each survivor can bring into the game with their 4 added perks. The same thing goes for killers, killers can have a unique perk slot where it gives them haste, or added buffs to down survivors. So, in the end, you have ONE special ability/specialty and your 4 added perks. OR make exhaustion perks ONE special ability with 4 perks that you can bring into the game.

    1- Hooks need to be close because wiggling out is something that should only be done in very specific scenarios. Though i agree that some maps have VERY close hooks spawn like Dead Dawg Saloon, but they usually are fine.

    2- Some killers have powers that require them to use stealth.

    3- not a lot of perks. Although it can be bothersome on certain maps and with some obnoxious builds, blindness is usually a niche debuff.

    5- it would be nice, i guess. But it would be madness to balance. Think that BHVR currently struggles a lot to keep this game in a balanced state with 4 perks only.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360619/why-do-lithe-and-balanced-landing-exist-they-dont-need-skill-for-their-value

    Eh...

    The 4 primary Ex perks work a bit like this.

    Lithe: Least powerful, but easy to use without many drawbacks.

    Sprint Burst: Very powerful, easy to use but has a massive drawback.

    BL: Somewhat powerful, easy to use but very conditional and map dependent.

    Dead Hard: Most powerful, hard to use, can be countered with addons/abilities, no drawbacks.

    Head On and Smash Hit...aren't really worth mentioning.

    And overcome?

  • You need to have 'Ace in the hole' equipped to retain the item's addons as survivors. And it is a bad chest perk that barely sees any play

  • @dollidahlia said:

    You know good and well that nurse nerf is not the only nerf that’s going to happen. I guarantee you that blight will be nerfed because as long as the killer actually has a chance against survivors, it needs to be nerfed.

    some survivors are even calling for more nurse nerfs, which what else could you nerf without making her boring?

    so I’ll just grab my windows of opportunity, my 3 friends, and my brand new part and win all my games

    good luck!

    ~former killer main now survivor main <3

    Look, whether you agree to it or not, it has been stated in multiple occasions that Nurse is one of the strongest, most overpowered killer in dbd. It shouldnt be a surprise that someday she would need to be nerfed, as BHVR was already balancing perks purely because their interaction with her.

    Now, even if you dont want to see nurse 's blink attack activating exposed effects from a survivor perspective, how is that fair to all other killers which attacks are considered special?

    If nurse can just teleport at a survivor and instadown them, why would a huntress' hatchet not do the same, or a blight rush.

    Said that, if you actually played nurse on the PTB you would realize she is not weak or 'destroyed' at all. In fact, some of her reworked addons look strong as f. Only now you cant cheese an izi 4k by using an agi-starstruck build with a Midwich offering.

  • @DudelPuma said:

    But now really try to write German in the end game chat without censoring 90% of the words, btw this is a normal conversation between 3 people who know each other and write in German together, I know bhvr you love the Spanish language celebrate it with us code, but that's no reason to censor the German ones so much xD

    https://us.v-cdn.net/6030815/uploads/ITJ4KQACYPOW/dbd16-png.png

    the bad "insult" i'm doing is "i know almost 90% of the words in german are censored" and of that i, almost and 90% are not censored :))) please give me the option to turn this off it's really annoying...

    You know, spanish words are also heavily censored. Maybe not as much as german's but still, words like 'negocio'(business) or 'pensa'(think) are banned.

    And the celebration code was not even spanish, it was portuguese🤨

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290647#Comment_3290647

    Why do I have to give you counters? I gave you opportunities to play with the cards youve been given. If you want to walk that way, whats the counter of Dead Hard? Whats the counter of OtR? Waiting? Chasing someone else? In both cases the Killer is losing time. So its not a direct counter. If you argue around that, nearly every Perk has to get reworked bcs there are no "direct counters" to them...

    1- if you have bad RNG you complain. Yet, if RNG is on your side, e.g scourge hooks are very miserable placed, hexes spawn near survivor objectives and get immediately cleansed, you take that and call it a day. how come so? Even tile spawns are RNG and 99% in favour of survivors. Havent seen anyone complain about that? its RNG thats the whole point of it... You cannot complain about a mechanic if it is not in your favour, yet if its in your favour its fine. Either you complain about RNG as a whole or not at all. Just "bad Gen RNG" is completely onesided!

    2- If it is Impossible, how is it that me and a lot of other players do it regularly? I dont have a problem with erruption as survivor. And I exclusively play soloQ. Tell me how this works?

    3- that is the point. If you dont want to get hit by erruption, method A. If you get hit, Method B. Its called adapting. But according to the mass DCing after DH Nerf, I get that most Surv mains cant adapt to the simplest situational changes. Everything outside of holding m1 and Shift+W seems to be to much to ask for...

    4- I told you about 10 things you can do while being incapacitated. You dont want to do that. Its your problem but stop complaining then. If you dont have any use for information I suggest you got a lot to learn in playing survivor...

    5- Overperform? By running in circles through spots survivors fit through and killers dont? by running infinites that technically are not possible for the killer to win if run correctly? ######### are you talking about? do you even have more than 100hrs played as a killer?

    @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289723#Comment_3289723

    1. dont get 3 genned
    2. check how long it approx. takes for your teammates to get down. if someone gets down in quick succession after the 1st hit hes probably a bad looper
    3. if a killer is chasing another survivor you can see if he gets injured, if youre sitting on a gen he kicked, go search for another or wait until the other surv is downed.
    4. if you get incapitated by errutpion, go search for other gens, check where exit gates are, search hexes, make way to the hook, check which tiles are still up on pallets, check where basement is, get freakin information! If you decide to stand at the gen for 20 sec and look at it, crying about how unfair erruption is, thats your choice...
    5. maybe get the killer to chase you next? so others can do gens, bcs you are actually a good survivor and youre not going down so fast right? bcs you had time, to check for active tiles, you are able to loop the killer so good, that your teammates can finish the errupted gens :)

    Surv Mains crying for every effective killer perk to get nerfed bcs they still cannot win with all the handholding the devs give them.

    Do you even want to play the game? Or do you wanna `watch the "I Win every match" Simulator?

    Because you were answering to someone who told you how would you counter Eruption, and then everything you said did not counter this perk in the slightest. You are just ranting about survivors perks/addons without presenting any evidence that actually support that eruption is not overpowered against soloQ, which is the main topic of this post.

    1- If you rely on RNG then it is not a counter, no matter how much whataboutism you want to use.

    2- that is anecdotic, if i told you that i lost 3000 consecutive matches against trapper would this convince you to nerf him?

    3- the point is that 40sec of time advantage for the killer should not be left uncountered. and you are still comparing it to DH when it has nothing to do eruption.

    4- but this is not a counter. You are supposed to be giving counters as you previous answer to the other user. What kind of counter is "get hit and watch your surroundings"?

    5- infinites are gone, the running spots were fixed, telling me that it is standard for every survivor to loop every killer for 3-4 gens makes me believe you barely play dbd and just come to the forums to rant.

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290488#Comment_3290488

    1- This is the Point I make throughout this argument. You have to take a view of the bigger picture of the game. Erruption is not the Problem. The whole imbalance of the game is. RNG in this case is a huge part of it. Complaining that, sometimes, you get harder games bcs of bad Gen RNG is hilarious compared to the other side, that gets ripped of many Perks/Playstyles (namely hexes) bcs bad RNG will completely strip them of their Perks without any chance of counterplay. And thats just one example...

    2- It is impossible to pinpoint exactly. I get that and that is the point. You get an estimate. You get to read Players. Killers do this all the time within split seconds (e.g. range killers aiming and reading survs dodge paths). Takes time, takes practice but rewards.

    3- Exactly and that is the point of the perk. Just like BNPs and Prove Thyself can finish a gen without the killer even finding the first survivor. If you know the Killer has erruption and you get on a gen that is regressing you basically know what you have to expect so you either got the chance to wait till your Teammate is down OR you gamble and repair and hope hes good at looping. Its not like you dont have the choice. And like I said, there are a million things you can do while youre incapacitated. But most survs prefere to stand infront of the gen and wait. This is YOU adding way more value to the perk than it has. You all complain about missing information you dont have. Yet if you have the time to gather this information you refuse to...

    4- If I have to tell you, what to do with information like remaining pallets, gen spawns, totem spawns, tile spawns, exit gates, basement spawn, etc. I suggest you do some research...

    5- I dont know how often you watch streams or spectate other players, but literally every game without corrupt or deadlock means literally 2 gens down before your first hook at bare minimum. As survivors throwing millions of map offerings like eyrie, giddeon or garden of joy with infinites and recently fat shaming spots that turn good loops into god loops, 3-4 gens before your first down becomes more and more common. Which makes Erruption even more important. Bcs these 40 seconds may make the difference between lose or draw or even a win...

    The point is you are supposed to be giving 'counters' to eruption to somehow prove irs 'balance' as you were telling the other user yet none of the things you mentioned actually counters this perk.

    In 1, you rely in luck and gen RNG. And being matched against a killer who does not try to defend a 3-4 gen area the moment he spawns. So not a counter.

    In 2, you proposed an impossible method to know when a teammate is down and then said one should take a guess. Not a counter.

    In 3, you proposed a method equally as bad as being hit by eruption, to leave the gen. And then you said you should get hit and take the time to do something else, which is still bad as incapacitation does not let do anything.

    In 4, you are not even proposing a counterplay, just saying 'get hit and do something else' while incapacitated. More of nothing.

    In 5, you are proposing every survivor to massively overperform in chases so that eruption never go off. Saying something like "survivors looping 3-4 gens is standard" when that situations are the extremes ones, and fully reserved to SWF which are not the ones suffering from eruption.

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290376#Comment_3290376

    1- Like I said earlier, thats RNG. Its not always in your favour. But if you play surv most of the time, its more often in your favour than not!

    2- So youre telling me that you could estimate the playstyle of your teammates better over time and with experience and therefore get out of the way of erruption if you have game knowledge? Oh no what a bad thing!

    3- You lose time, exactly. Thats the point. And why is that bad? There are tons of perks that make you lose time on both sides. You just have to know how to use that "lost" time the best you can. If you dont have a 3 gen and there are more than 2 survs remaining it is practically impossible for the killer to keep all 3 gens kicked while chasing a survivor without one of the gens getting popped.

    4- You say so. Under 2 you complained about the information you need to counter erruption, but here you prefer to not get information at all bcs why exactly? You dont want to get out of your way to win. You want to hold m1 for 90 sec and thats it....

    5- Right, eventually. In the current state of the game, looping a killer for 3-4 gens is not a "rarity" its the freakin standart. With the amount of good loops/pallets and 2nd Chance perks you are really bragging over one good killer perk that requires time and effort to play around?

    First of all, we are talking about counters to eruption. Now

    1- if you depend on gen RNG or be matched against a certain killer, then it is not a counter. So saying "dont get 3 genned" is meaningless when you have good chances to be 3 genned without the survivors' fault.

    2- What i am tell you is that, especially in soloQ, is impossible to know how long can a random teammate last in a chase because it is required for you to know an excessive amount of factors that you cannot realisticaly measure. As i said before, chases depends on map, how many pallets, looping skills, killer perks, survivor perks, luck, items, killer addons. It is nonsense to say that you can see all this and correctly measure the length of a chase while repairing on other side of the map.

    3- But the problem is not simply "losing time". It's the amount of time you lose for a single activation. Other popular perks like pain res makes you lose 10-15sec per hook but eruption punishes you for a whopping 40sec, and leaving a half repaired gen to find a new one can set you back even more.

    4- what use can i do with the information i get AFTER eruption activates?

    The point in 2 is getting info BEFORE you are hit so you can prevent the hit.

    5- Looping the killer for 3-4 gens is the standard? Really? that is just delusional. If survivors could pull that off as frequent as you make it sound, kill rates would plummet. We would be talking less than 30% killrate

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289723#Comment_3289723

    1. dont get 3 genned
    2. check how long it approx. takes for your teammates to get down. if someone gets down in quick succession after the 1st hit hes probably a bad looper
    3. if a killer is chasing another survivor you can see if he gets injured, if youre sitting on a gen he kicked, go search for another or wait until the other surv is downed.
    4. if you get incapitated by errutpion, go search for other gens, check where exit gates are, search hexes, make way to the hook, check which tiles are still up on pallets, check where basement is, get freakin information! If you decide to stand at the gen for 20 sec and look at it, crying about how unfair erruption is, thats your choice...
    5. maybe get the killer to chase you next? so others can do gens, bcs you are actually a good survivor and youre not going down so fast right? bcs you had time, to check for active tiles, you are able to loop the killer so good, that your teammates can finish the errupted gens :)

    Surv Mains crying for every effective killer perk to get nerfed bcs they still cannot win with all the handholding the devs give them.

    Do you even want to play the game? Or do you wanna `watch the "I Win every match" Simulator?

    1- like getting 3 gen did not depend on map and killer. If you get a map where 3/4/5 gens spawn together, good luck with not getting 3 genned

    2- what? How can you even predict that? I had games where i could loop the killer for 30 sec, and then for 1min or 2 min after. The chase duration can vary by map, pallets, killer and surv perks, looping experience. The amount of factors and possibilities you have to consider is enormous.

    3-And that is the problem with eruption, you either lose time getting hit by something you cant predict, or you lose time abandoning your half repaired gen so that you can avoid being hit. And as the match progresses, you are exponentialy losing the chance to "go for another gen" as by endgame it is common that the 3 gens remaining are kicked.

    4- That is the same as going 'spectator mode' as you cant do anything anyway.

    5- and? This game is balanced about survivor getting downed eventually. And you dont need every survivor to be a god looper because of one overtuned perk.

  • Good for you

  • "It even has a cooldown", pfff.

    30sec Cooldown to a 9sec instant regression + 25sec incapacitation + 6sec normal regression effect that can be applied to multiple gens


    Edit: While being uncounterable without comms

  • @CodeDB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289267#Comment_3289267

    No, you are absolutely correct and I see the error of my ways.

    When I, the person making the post, jump in and proudly claim how I don't think something is overpowered because I can't get value from it, it doesn't add to the discussion other than to show my own lack of skills but its rude to say that so directly. Luckily, I have the ability to self-reflect, read others experiences and use the combined knowledge to make better arguments.

    I appreciate you and your kind words.

    I am sorry if i sounded rude.

    It's just that it is not the first time that someone tells me "Eruption is balanced" because they expect survivors to last 3-4 minutes in every chase against every killer so that this perk can never activate.

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